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authorRobert Adams2012-07-23 16:31:12 -0700
committerRobert Adams2012-07-23 16:32:47 -0700
commitbf6547be01afbd7f79eea19013cfd068ad87837f (patch)
tree72c231cb4760b8c17c0389d7171b407a94b9f6e2
parentBulletSim: small optimizations for link and unlink code (diff)
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BulletSim: change how prim mass is saved so it is always calculated but zero is given if not physical.
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs43
1 files changed, 23 insertions, 20 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index b49b8d9..a19d6d7 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -133,10 +133,7 @@ public sealed class BSPrim : PhysicsActor
133 _parentPrim = null; // not a child or a parent 133 _parentPrim = null; // not a child or a parent
134 _vehicle = new BSDynamics(this); // add vehicleness 134 _vehicle = new BSDynamics(this); // add vehicleness
135 _childrenPrims = new List<BSPrim>(); 135 _childrenPrims = new List<BSPrim>();
136 if (_isPhysical) 136 _mass = CalculateMass();
137 _mass = CalculateMass();
138 else
139 _mass = 0f;
140 // do the actual object creation at taint time 137 // do the actual object creation at taint time
141 _scene.TaintedObject(delegate() 138 _scene.TaintedObject(delegate()
142 { 139 {
@@ -181,8 +178,8 @@ public sealed class BSPrim : PhysicsActor
181 _size = value; 178 _size = value;
182 _scene.TaintedObject(delegate() 179 _scene.TaintedObject(delegate()
183 { 180 {
184 if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass 181 _mass = CalculateMass(); // changing size changes the mass
185 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical); 182 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, Mass, IsPhysical);
186 RecreateGeomAndObject(); 183 RecreateGeomAndObject();
187 }); 184 });
188 } 185 }
@@ -192,7 +189,7 @@ public sealed class BSPrim : PhysicsActor
192 _pbs = value; 189 _pbs = value;
193 _scene.TaintedObject(delegate() 190 _scene.TaintedObject(delegate()
194 { 191 {
195 if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass 192 _mass = CalculateMass(); // changing the shape changes the mass
196 RecreateGeomAndObject(); 193 RecreateGeomAndObject();
197 }); 194 });
198 } 195 }
@@ -278,6 +275,8 @@ public sealed class BSPrim : PhysicsActor
278 child._parentPrim = this; // the child has gained a parent 275 child._parentPrim = this; // the child has gained a parent
279 // RecreateGeomAndObject(); // rebuild my shape with the new child added 276 // RecreateGeomAndObject(); // rebuild my shape with the new child added
280 LinkAChildToMe(pchild); // build the physical binding between me and the child 277 LinkAChildToMe(pchild); // build the physical binding between me and the child
278
279 _mass = CalculateMass();
281 } 280 }
282 }); 281 });
283 return; 282 return;
@@ -306,6 +305,8 @@ public sealed class BSPrim : PhysicsActor
306 // RecreateGeomAndObject(); // rebuild my shape with the child removed 305 // RecreateGeomAndObject(); // rebuild my shape with the child removed
307 UnlinkAChildFromMe(pchild); 306 UnlinkAChildFromMe(pchild);
308 } 307 }
308
309 _mass = CalculateMass();
309 } 310 }
310 else 311 else
311 { 312 {
@@ -364,9 +365,17 @@ public sealed class BSPrim : PhysicsActor
364 }); 365 });
365 } 366 }
366 } 367 }
368
369 // Return the effective mass of the object. Non-physical objects do not have mass.
367 public override float Mass { 370 public override float Mass {
368 get { return _mass; } 371 get {
372 if (IsPhysical)
373 return _mass;
374 else
375 return 0f;
376 }
369 } 377 }
378
370 public override OMV.Vector3 Force { 379 public override OMV.Vector3 Force {
371 get { return _force; } 380 get { return _force; }
372 set { 381 set {
@@ -446,7 +455,8 @@ public sealed class BSPrim : PhysicsActor
446 // Called from Scene when doing simulation step so we're in taint processing time. 455 // Called from Scene when doing simulation step so we're in taint processing time.
447 public void StepVehicle(float timeStep) 456 public void StepVehicle(float timeStep)
448 { 457 {
449 _vehicle.Step(timeStep); 458 if (IsPhysical)
459 _vehicle.Step(timeStep);
450 } 460 }
451 461
452 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 462 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
@@ -543,20 +553,13 @@ public sealed class BSPrim : PhysicsActor
543 { 553 {
544 // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid); 554 // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
545 // non-physical things work best with a mass of zero 555 // non-physical things work best with a mass of zero
546 if (IsStatic) 556 if (!IsStatic)
547 {
548 _mass = 0f;
549 }
550 else
551 { 557 {
552 _mass = CalculateMass(); 558 _mass = CalculateMass();
553 // If it's dynamic, make sure the hull has been created for it
554 // This shouldn't do much work if the object had previously been built
555 RecreateGeomAndObject(); 559 RecreateGeomAndObject();
556
557 } 560 }
558 DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, _mass); 561 DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, Mass);
559 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass); 562 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), Mass);
560 } 563 }
561 564
562 // prims don't fly 565 // prims don't fly
@@ -1273,7 +1276,7 @@ public sealed class BSPrim : PhysicsActor
1273 shape.Rotation = _orientation; 1276 shape.Rotation = _orientation;
1274 shape.Velocity = _velocity; 1277 shape.Velocity = _velocity;
1275 shape.Scale = _scale; 1278 shape.Scale = _scale;
1276 shape.Mass = _isPhysical ? _mass : 0f; 1279 shape.Mass = Mass;
1277 shape.Buoyancy = _buoyancy; 1280 shape.Buoyancy = _buoyancy;
1278 shape.HullKey = _hullKey; 1281 shape.HullKey = _hullKey;
1279 shape.MeshKey = _meshKey; 1282 shape.MeshKey = _meshKey;